126
Creativity and Design Day 2: Who?

Creativity and design 2016 day 02

Embed Size (px)

Citation preview

Page 1: Creativity and design 2016 day 02

Creativity and Design

Day 2: Who?

Page 2: Creativity and design 2016 day 02

How did your views change yesterday?

Page 3: Creativity and design 2016 day 02
Page 4: Creativity and design 2016 day 02
Page 5: Creativity and design 2016 day 02
Page 6: Creativity and design 2016 day 02

Design and Creativity

(D&C)

why?

who?

how?what if?

so what? who?

Page 7: Creativity and design 2016 day 02

Please define yourself in 10 statements

Page 8: Creativity and design 2016 day 02

http://testyourself.psychtests.com/testid/3178

Page 9: Creativity and design 2016 day 02

http://www.wall321.com/

WRONG

Page 10: Creativity and design 2016 day 02

The hemispheric division of the brain is meaningless for creativity for a few reasons:

• Creativity is not reducible to cognitive processes• In any case, multiple neural processes are necessary for

higher-order cognition• Moreover: neuroplasticity; the brain capacity to re-

organise itself (functional and structural changes) as a result of learning and experience!

13

http://www.todayonline.com/

Page 11: Creativity and design 2016 day 02
Page 12: Creativity and design 2016 day 02

“We review a total of 72 experiments… Taken together, creative thinking does not appear to critically depend

on any single mental process or brain region”

Dietrich, A., & Kanso, R. (2010). A review of EEG, ERP, and neuroimaging studies of creativity and insight. Psychological bulletin, 136(5), 822.

Page 13: Creativity and design 2016 day 02

"I have devoted 30 years of research to how creative people live and work… If I had to express in one word what makes

their personalities different from others, it's complexity.

They show tendencies of thought and action that in most people are segregated. They contain contradictory extremes; instead of being an individual, each of them is a multitude."

https://i.ytimg.com/vi/nXnGSfzoTHw/maxresdefault.jpg

Page 14: Creativity and design 2016 day 02

https://www.youtube.com/watch?v=dFs9WO2B8uI

Page 15: Creativity and design 2016 day 02

Wear many hats, be able to scope problems and draw from ideas from a wide technical and social repertoire

Gold, R (2001) The Plenitude, MIT Press

Page 16: Creativity and design 2016 day 02

New experiences Inaccurate Moderately inaccurate

Moderately accurate

Accurate

1. I have an intense curiosity and a vivid imagination

2. I like playing with words (metaphors, rhymes)

3. I try to avoid new, risky or unprecedented ideas

4. I often try new routes when commuting

5. I rarely spend time daydreaming

6. I only read books/magazines related to my job

7. I don’t understand abstract/contemporary art

8. I’d rather travel in organised tours

9. I enjoy trying/cooking new cuisines and dishes

10. Most of my friends are very similar to me (age, profession, hobbies, ethnicity)

Page 17: Creativity and design 2016 day 02

Creativity can certainly be learned (can it be taught?)14

http://www.todayonline.com/

Page 18: Creativity and design 2016 day 02

http://www.fastcompany.com/1746447/david-kelley-designing-curious-employees

Page 19: Creativity and design 2016 day 02

http://www.thelegomovie.com

Page 20: Creativity and design 2016 day 02

https://img1.etsystatic.com/045/0/6534203/il_570xN.741721601_ej6w.jpg

http://americanfootballfilms.com/wp-content/uploads/2012/05/positions.jpg

“They contain contradictory extremes; instead of being an individual, each of them is a multitude”

Page 21: Creativity and design 2016 day 02

Creativity is a “team sport”; a property of systems.15

http://www.todayonline.com/

Page 22: Creativity and design 2016 day 02

“In primates, social group size is a monotonic function of brain size”

Large brains evolved to manage unusually complex social systems // Robin Dunbar

Page 23: Creativity and design 2016 day 02

All human cognition is fundamentally, social16

http://www.todayonline.com/

FamilyCulture

Nature

Friends

Media‘you’

Page 24: Creativity and design 2016 day 02

How many of your 10 statements are social?

Page 25: Creativity and design 2016 day 02

Renate Fruchter

Page 26: Creativity and design 2016 day 02

From islands to awareness to appreciation to understanding

Fruchter, R. (2001). Dimensions of teamwork education,International Journal of Engineering Education, 17(4/5), 426-430.

Page 27: Creativity and design 2016 day 02

Some rights reserved by Joseeivissa 2.0

http://photography.nationalgeographic.com/photography/photo-of-the-day/house-river-serbia/

ISLA

ND

Page 28: Creativity and design 2016 day 02

“engineers are so square-minded and only do numbers, they aren't as creative as designers"

ISLANDS

“designers don't know much; they come up with crazy unfeasible fluff, but we engineer great solutions”

Page 29: Creativity and design 2016 day 02

Some rights reserved by Imahinasyon Photography

AWAR

ENES

S

Page 30: Creativity and design 2016 day 02

“engineers are good at solving problems and some can be quite inventive, they can solve our technical problems"

AWARENESS

“artsy stuff can be useful, great design makes our efficient solutions usable, let them decorate our products”

Page 31: Creativity and design 2016 day 02

http://photography.nationalgeographic.com/photography/photo-of-the-day/wind-blown-tree/

APP

REC

IATI

ON

Page 32: Creativity and design 2016 day 02

“there are marked differences across engineering areas;specialists know x amazing stuff but are trained in y limiting ways”

APPRECIATION

“good designers can help everyone in a team be creative, they are able to see things differently and bring value to technology”

Page 33: Creativity and design 2016 day 02

Some rights reserved by ilkin

UNDERSTANDING

Page 34: Creativity and design 2016 day 02

“I learned key concepts, techniques, and tools from other disciplines. This enables me to contribute in ways I couldn’t do alone, and others cannot do without me”

UNDERSTANDING

“I learned key concepts, techniques, and tools from other disciplines. This enables me to contribute in ways I couldn’t do alone, and others cannot do without me”

Page 35: Creativity and design 2016 day 02

Collaboration is hard; creative collaboration is harder!16

http://www.todayonline.com/

Page 36: Creativity and design 2016 day 02

https://rework.withgoogle.com/blog/five-keys-to-a-successful-google-team/

“Over two years we conducted 200+ interviews with Googlers and looked at more than 250 attributes of 180+ active Google teams.

We were pretty confident that we'd find the perfect mix of individual traits and skills necessary for a stellar team.

We were dead wrong. Who is on a team matters less than how the team members interact, structure their work, and view their contributions.”

Page 37: Creativity and design 2016 day 02
Page 38: Creativity and design 2016 day 02

http://www.flickr.com/photos/fraleigh/

Ficus benghalensis: aerial prop roots grow into thick woody trunks which, with age, can become indistinguishable from the main trunk

Page 39: Creativity and design 2016 day 02

How can your team be (more) creative?

Page 40: Creativity and design 2016 day 02

- Break -

Page 41: Creativity and design 2016 day 02

Innovation champion What is the country that you consider to be the leading innovation champion?

Q1. What is THE country that you consider to be the leading innovation champion? Base business executives: 2,748

+5 -1 - 1 +2 = + 1-3 = =NEW

ENTRANTS-6 +1 + 1 +1NEW

ENTRANTS

Points difference with 2014 ranking

33%

17%

10% 9%

3% 3% 3% 3% 2% 2% 2% 2% 1% 1% 1% 1% 1% 1% 1% 1% 1% 1%

USA Japan Germany China SouthKorea

Israel UAE UK India Sweden France Singapore Australia KSA Canada Russia Switzerland Malaysia Turkey Mexico SouthAfrica

Finland

41

Page 42: Creativity and design 2016 day 02

https://www.globalinnovationindex.org/userfiles/file/GII-2015-Infographics.pdf

Page 43: Creativity and design 2016 day 02

https://www.globalinnovationindex.org/userfiles/file/GII-2015-Infographics.pdf

Page 44: Creativity and design 2016 day 02

http://martinprosperity.org/media/Global-Creativity-Index-2015.pdf

Page 45: Creativity and design 2016 day 02

http://martinprosperity.org/media/Global-Creativity-Index-2015.pdf

Page 46: Creativity and design 2016 day 02
Page 47: Creativity and design 2016 day 02
Page 48: Creativity and design 2016 day 02

• Power Distance: the degree of equality/inequality between people in a particular society

• Individualism: the degree to which a society reinforces individual or collective achievement and interpersonal relationships

• Masculinity: the degree societies reinforce the traditional masculine work role model of achievement, control, and power

• Uncertainty Avoidance: the level of acceptance for uncertainty and ambiguity within a society

• Long-Term Orientation: how every society has to maintain some links with its own past while dealing with the challenges of the present and future

• Indulgence: the extent to which people try to control their desires and impulses, based on the way they were raised

http://geert-hofstede.com/

Page 49: Creativity and design 2016 day 02

http://geert-hofstede.com/

Seven (7) countries in the Geert Hofstede research have Individualism (IDV) as their highest Dimension: USA (91), Australia (90), United Kingdom (89), Netherlands and Canada (80), and Italy (76).

High IDV ranking indicates a society with a more individualistic attitude and relatively loose bonds with others. The populace is more self-reliant and looks out for themselves and their close family members.

Page 50: Creativity and design 2016 day 02

“The low Individualism (IDV) ranking is manifest in a close and committed member 'group', be that a family, extended family, or extended relationships. Loyalty in a collectivist culture is paramount. The society fosters strong relationships where everyone takes responsibility for fellow members of their group.”

http://geert-hofstede.com/

Page 51: Creativity and design 2016 day 02

Asia and Latin America: Collectivism

Page 52: Creativity and design 2016 day 02

(with some exceptions)

http://geert-hofstede.com/

Page 53: Creativity and design 2016 day 02

Scandinavian countries: “A low Masculinity (MAS) may be indicative of a low level of differentiation and discrimination between genders. In this culture, females are treated more equally to males in all aspects of society. This low Masculinity ranking may also be displayed as a more openly nurturing society.”

http://geert-hofstede.com/

Page 54: Creativity and design 2016 day 02

“Masculine society: Performance is highly valued and early required as the school system separates children into different types of schools at the age of ten.

People rather “live in order to work” and draw a lot of self-esteem from their tasks. Managers are expected to be decisive and assertive. Status is often shown, especially by cars, watches and technical devices.”

http://geert-hofstede.com/

Page 55: Creativity and design 2016 day 02
Page 56: Creativity and design 2016 day 02

Uncertainty avoidance (UAI)

• High UAI when people feel threatened by uncertain or unknown situations;

• Low UAI when “risks are accepted, such as changing jobs and starting activities for which there are no rules”

Hofstede, G. (2001), Culture's Consequences; Comparing Values, Behaviors, Institutions and Organizations across Nations, Thousand Oaks: Sage

Page 57: Creativity and design 2016 day 02

http://geert-hofstede.com/

Page 58: Creativity and design 2016 day 02

http://geert-hofstede.com/

Page 59: Creativity and design 2016 day 02
Page 60: Creativity and design 2016 day 02
Page 61: Creativity and design 2016 day 02

http://www.designsingapore.org/Files/Dsg_II_Strategic_Blueprint.pdf

“… this rate of change will need to be matched with mindset and paradigm changes in order for us to maintain our ability to innovate, and to create new value.

Design must become the critical strategic tool for futureproofing Singapore from the uncertainties of the future.”

Page 62: Creativity and design 2016 day 02

Reflect

How can you embrace ambiguity?

Does your team/organisation avoid uncertainty?

Remember recent responses to uncertainty

Page 63: Creativity and design 2016 day 02

Challenge

Look for stable certainties, then prioritise them

Select one certainty near the top of your list

Question it, imagine alternate scenarios and their consequences

Page 64: Creativity and design 2016 day 02

Discussion

When may ambiguity be desirable/valuable?

How may we work with ambiguity?

Develop ways for you and your team to welcome ambiguity

Page 65: Creativity and design 2016 day 02

Every organisation requires a unique approach to nurture a creative atmosphere17

http://www.todayonline.com/

Page 66: Creativity and design 2016 day 02

What type of creativity may fit your organisation?

Page 67: Creativity and design 2016 day 02
Page 68: Creativity and design 2016 day 02

https://i.ytimg.com/vi/kZKG2wqs9_Y/maxresdefault.jpg

Page 69: Creativity and design 2016 day 02

A creative atmosphere in built on mutual trust18

http://www.todayonline.com/

Page 70: Creativity and design 2016 day 02

Abductive logic

‘Inference to the best explanation’

Premises that lead to “what if?” statements

Deductive: “All men are mortal, therefore…”Inductive: “All swans are white…”Abductive: “Our new idea will be a success…”

Page 71: Creativity and design 2016 day 02

Think abductively

Page 72: Creativity and design 2016 day 02

Dean Kamen (2002): Big Idea “a fairly big problem in transportation”

http://www.youtube.com/watch?v=VSWBcizzpKM

Page 73: Creativity and design 2016 day 02

Apple G4 Cube

http://www.youtube.com/watch?v=4-PB86oy044

Rotman Design Challenge 2013

www.youtube.com/watch?v=fNgBRcp0u7w

Page 74: Creativity and design 2016 day 02

- Lunch -

Page 75: Creativity and design 2016 day 02
Page 76: Creativity and design 2016 day 02

Creative leadership

http://cdn.c.photoshelter.com/img-get/I0000yUjs2SzhMLY/s/900/720/009TokyoKaraoke25OCT12-DSC4431.jpg

Page 77: Creativity and design 2016 day 02

Problems don’t exit!19

http://www.todayonline.com/

Page 78: Creativity and design 2016 day 02
Page 79: Creativity and design 2016 day 02

12/03: "Students have problems finding lecturers"

12/03: “Poor teamwork due to limited social interaction"

26/03: “Self-learning toolkits"

26/03: “An experiential workshop to learn advantages of collaboration”

Page 80: Creativity and design 2016 day 02

Sample well-framed problems:

“We decide to tackle child obesity, since it is agrowing trend in many countries includingSingapore and will target one or more of thekey factors involved: sedentarism, eatingdisorders, stress, nutrition, food preparation,advertising, genetics, and inherited habits.”

“Doing laundry wastes too much water,requires too much energy and generatesunnecessary waste. Something radicallydifferent needs to change to reduce pollutionand improve efficiency dramatically.”

“A new space is required for exhibition andwork activities. The design should reflect aforward-thinking integration of technology anddesign. Allocated space and budget areattached.”

“Studies A and B of creative teams report thatexisting software applications don’t offeradequate support for creative collaboration.”

Not so well-framed problems:

“I want to help people lower their energyconsumption by automating lights at home”(Jumps straight to a specific solution)

“Students need a system to locate theirlecturers outside class hours” (Fails to inspectactual problems and lacks a basicunderstanding of teaching/learning dynamics)

“Buildings should promote courteousbehaviours between dwellers” (Based onpersonal biased impressions, easy tochallenge if no further baseline data orconcrete examples are given)

“We will design an electric baby stroller”(Why? Who needs it?)

“The problem with poverty is people lackmoney” (Not only a circular argument, alsoignores a myriad non-financial factors)

Page 81: Creativity and design 2016 day 02

Design briefs

https://vimeo.com/107567840

Page 82: Creativity and design 2016 day 02

Design projects

Page 83: Creativity and design 2016 day 02

Marketing brief:Design a “classroom in a bus” where children learn about recycling

Project for TetraPak Mexico (1997-1998)

Page 84: Creativity and design 2016 day 02

Fernando Prieto, Ricardo Sosa. “TetraBus”: Children Museum on Wheels. Client: Tetra Pak Mexico (1996-1997)

Page 85: Creativity and design 2016 day 02

Fernando Prieto, Ricardo Sosa. “TetraBus”: Children Museum on Wheels. Client: Tetra Pak Mexico (1996-1997)

Page 86: Creativity and design 2016 day 02

Fernando Prieto, Ricardo Sosa. “TetraBus”: Children Museum on Wheels. Client: Tetra Pak Mexico (1996-1997)

Page 87: Creativity and design 2016 day 02
Page 88: Creativity and design 2016 day 02

Fernando Prieto, Ricardo Sosa. “TetraBus”: Children Museum on Wheels. Client: Tetra Pak Mexico (1996-1997)

Page 89: Creativity and design 2016 day 02

Fernando Prieto, Ricardo Sosa. “TetraBus”: Children Museum on Wheels. Client: Tetra Pak Mexico (1996-1997)

Page 90: Creativity and design 2016 day 02

Fernando Prieto, Ricardo Sosa. “TetraBus”: Children Museum on Wheels. Client: Tetra Pak Mexico (1996-1997)

Page 91: Creativity and design 2016 day 02

Fernando Prieto, Ricardo Sosa. “TetraBus”: Children Museum on Wheels. Client: Tetra Pak Mexico (1996-1997)

Page 92: Creativity and design 2016 day 02

Project for TetraPak Mexico (1997-1998)

Museum in a Bus Fernando Prieto / Ricardo Sosa

Page 93: Creativity and design 2016 day 02

Project for TetraPak Mexico (1997-1998)

Page 94: Creativity and design 2016 day 02

Marketing brief:Design a “classroom in a bus” where children learn about recycling

Project for TetraPak Mexico (1997-1998)

Page 95: Creativity and design 2016 day 02

1. Videogames^

2. A car^

3. A bungalow^

4. Kitchen utensils5. Toys6. Farm tools7. Learning spaces8. Museum exhibits9. Playgrounds10. Point-of-sale11. Handcrafts12. Phone cabin13. Stairs14. Interactive displays15. Websites16. Virtual galleries17. Office furniture18. Lamp19. Suitcase20. Chairs and benches21. Book covers22. Picture frames

23. Interactive toys24. A thousand products, websites, systems, services#

25. Rapid prototyping machines#

26. Thirteen companies#

27. Doors*28. Car dashboard displays*29. More cars*30. Robot-friendly furniture*31. A visual divergence test32. Reconfigurable robots33. Social robots34. VR systems35. Interactive art exhibits36. Too many apps37. Curriculums, syllabus, activities, support materials38. Design platforms, methods and techniques

^ as a teenager, before entering college# by around 900 design and engineering students in 5 countries* by computational generative systems that I’ve authored

Page 96: Creativity and design 2016 day 02

Oakley Disruptive By Design

“Create an innovative design that will disruptelite sports performance in a way that hasn’tbeen seen before. It needs to be an idea that'smore than just an adaptation of an existingapproach. It needs to be something new andradical. Something that is truly Disruptive byDesign. The most disruptive ideas come fromunfamiliar and unexpected places. Takeinspiration from the wider world: nature,aerospace, architecture, science fiction. Thereshould be no limits to your sources. There arealso no restrictions on the format of thedesign. It could be a product, a garment, anew way to use technology, a digital design, orsomething entirely new that responds to orenhances elite sports performance:disruptivebydesign.com

James Dyson Award

Design something that solves a problem. Thebrief is broad. We’re looking for designers whothink differently to create products that workbetter. Engineers who follow an iterativedesign process. Rough and ready prototypes.Products that have a significant and practicalpurpose, are commercially viable, and aredesigned with sustainability in mind:jamesdysonaward.org/the-brief/

Page 97: Creativity and design 2016 day 02

http://www.ideaslaboratory.com/projects/innovation-barometer-2013/

“The ability to understand customers”

Page 98: Creativity and design 2016 day 02

Define your users and stakeholders

http://www.healthyfoodspirit.com/wp-content/uploads/2015/03/Red-Onions-health-benefits-almighty.jpg

Page 99: Creativity and design 2016 day 02

Users, customers (external and internal) are the raison d'être* of your organisation. Do you know them?

* ‘reason for being’

20

http://www.todayonline.com/

Page 100: Creativity and design 2016 day 02

“ It’s so fascinating to look and listen to people”http://interviewproject.davidlynch.com

“HONY now provides a worldwide audience with daily glimpses into the lives of strangers”

http://www.humansofnewyork.com

Page 101: Creativity and design 2016 day 02
Page 102: Creativity and design 2016 day 02

“Double ignorance: we don’t know the true impacts of our products/services and we don’t realise that we don’t know” Daniel Goleman in Ecological Intelligence

Page 103: Creativity and design 2016 day 02

Dr. Ricardo Sosa: [email protected]

Page 104: Creativity and design 2016 day 02

User opinion User behavior User beliefs

Surveys: ask large groups to choose between

options

Focus group and review sessions: enroll people to

evaluate or try out an idea

Record and analyseemotional responses to a

specific set of stimuli (i.e., semantic differential

techniques)

Semi-structured interviews: engage in a dialogue to inspect a

specific topic

Generative sessions: give people tools and

materials and ask them to imagine and build

things

Record and analyse what people say while solving

a structured task (i.e., think aloud methods)

Contextual dialogue: spend time with people in their natural context

and engage in conversations

Ethnographic observations: immerse yourself in situations

where you can witness issues of interest

Listen to people chat and articulate their ideas in

their natural setting (i.e., conversation analysis)In

crea

sing

degr

ee o

f str

uctu

re a

nd e

xplic

itnes

s

Increasing importance of ethical considerationsSanders, E. N. (2000). Generative tools for co-designing. In Collaborative Design (pp. 3-12). Springer London.

Page 105: Creativity and design 2016 day 02

User model vs. Task model

Dr. Ricardo Sosa: [email protected]

“It was performing so well from a design standpoint that users no longer felt the need to browse areas outside of the News Feed as often, so they were spending less time on the site” http://dcurt.is/facebooks-predicament

Page 106: Creativity and design 2016 day 02

Co-Design

Liz Sanders and her team use this map to present participatory approaches in design: http://www.maketools.com

Page 107: Creativity and design 2016 day 02

http://www.fastcompany.com/pivothttp://www.fastcompany.com/1836238/how-eric-ries-coined-pivot-and-what-your-business-can-learn-it

Page 108: Creativity and design 2016 day 02
Page 109: Creativity and design 2016 day 02

-Break-

Page 110: Creativity and design 2016 day 02

Problems are all around us

Page 111: Creativity and design 2016 day 02

http://i.imgur.com/8oixIdR.jpg.jpghttps://hbr.org/2011/04/why-most-product-launches-fail

Page 112: Creativity and design 2016 day 02

Rule # 1: Don’t ask what people want

Rule # 2: Don’t (only) ask people

Rule # 3: Don’t (only) listen to people

Page 113: Creativity and design 2016 day 02

“If I had an hour to solve a problem I’d spend 55 minutes thinking about the problem and 5 minutes thinking

about solutions”

-A wise remark attributed to Einstein

Calaprice, A. (2010), The Ultimate Quotable Einstein,, Princeton University Press, Princeton, New Jersey.

Page 114: Creativity and design 2016 day 02

“If I had an hour to solve a problem I’d spend 55 minutes talking about

the problem with people and 5 minutes thinking about solutions”

(My modified version)

Page 115: Creativity and design 2016 day 02

“A paradigm shift occurs when a question is asked inside the Current paradigm that can only be answered from outside it”

The Art of the Question, Marilee Goldberg

http://www.flickr.com/photos/oberazzi/318947873/sizes/l/

Page 116: Creativity and design 2016 day 02

A Powerful Question

• generates curiosity in the listener

• stimulates reflective conversation

• is thought-provoking• surfaces underlying assumptions• invites creativity and new

possibilities

• generates energy and forward movement

• channels attention and focusesinquiry

• stays with participants• touches a deep meaning• evokes more questions

Page 117: Creativity and design 2016 day 02
Page 118: Creativity and design 2016 day 02

Scope of Powerful Q’s

Different levels of asking the same question:

• How satisfied are you with your job?• How would you personally define a satisfying job?• How may one define job satisfaction?• How may one possibly define happiness?

(balance insight, scope and relevance)

Page 119: Creativity and design 2016 day 02

Assumptions of Powerful Q’s

Different assumptions behind the same question:

• What can you do to improve your job satisfaction?• What can the company do to improve the job satisfaction of its

employees?• How would new KPIs affect your job satisfaction?• How may job satisfaction impact life quality?

(implicit / explicit)

Page 120: Creativity and design 2016 day 02
Page 121: Creativity and design 2016 day 02

http://www.flickr.com/photos/86979666@N00/7623744452/sizes/l/

Page 122: Creativity and design 2016 day 02

- One hour mission -

Page 123: Creativity and design 2016 day 02

Debriefing and (re)interpretations

• Insights• New questions• Unlocking doors• Building connections• Discovering opportunities

Page 124: Creativity and design 2016 day 02

“It's really sad to have biological limbs, you're constrained by nature

and you can’t upgrade” Hugh Herr: http://www.dailymail.co.uk

“We started at: What does the user want? And we think the user really doesn’t want to carry a wallet. Why do you want

to do that?” Tim Cook http://www.cnbc.com/id/101989345

“Let’s retire the term entrepreneur. It’s outdated and loaded with baggage. It smells like a members-only club. Everyone should be encouraged to start his own business… Instead of entrepreneurs, let’s

call them starters. Anyone who creates new business is a starter. You just need an idea, a touch

of confidence, and a push to get you started.” “Rework” by Jason Fried and David H. Hansson

Page 125: Creativity and design 2016 day 02

http://www.whoismcafee.com/wp-content/uploads/2014/01/jm-do-something-diff..jpg

Page 126: Creativity and design 2016 day 02

-End of Day 02-